[Community Sequel] [FINISHED] 40 Monsters Challenge
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- CBM
- Posts: 373
- Joined: Wed Oct 09, 2019 3:39 am
- Graphics Processor: nVidia with Vulkan support
- Location: The Shores of Hell
Re: [Community Sequel] 40 Monsters Challenge
The switches at not related to the spirit, they lower floors to give Access to the red Key and to give Access to lowering a gate in the mountains
The lava is swimable for a while and most places you can crawl back to shore
You can finish the map with 0 coins if you wanted
The coins are optional... they can only be used for buying chainguns and medkits at the village
Each area that can lower a gate show status with bars that lower according to the gates lowered
I'll take a look at the other things...
The lava is swimable for a while and most places you can crawl back to shore
You can finish the map with 0 coins if you wanted
The coins are optional... they can only be used for buying chainguns and medkits at the village
Each area that can lower a gate show status with bars that lower according to the gates lowered
I'll take a look at the other things...
- CBM
- Posts: 373
- Joined: Wed Oct 09, 2019 3:39 am
- Graphics Processor: nVidia with Vulkan support
- Location: The Shores of Hell
Re: [Community Sequel] 40 Monsters Challenge
maybe my hellgate is just not a good fit for this project, I have made a smaller map, that while still large, features a castle with a more arcade styled gameplayAccensus wrote:Some feedback.
this is already located in map slot 31, has custom music in ogg format that comes in below the 5 MB limit and it is called Castle Master, it is my way to honor the memory of the game called castle master, give it a try... remember to warp to map 31 when testing
https://ufile.io/pe1c5r7h
the tune is the original music made for Castle Master by Matt Furniss in 1990
http://www.lemonamiga.com/?game_id=1258
I have no idea if the tune is copyrighted, but I have found an alternative that is free to use for non-commercial projects, if it becomes an issue...
http://dig.ccmixter.org/search?searchp= ... strumental
A Series of Smooth and Orderly Transitions
by gurdonark
free for non commercial use.
The OGG version of "A Series of Smooth and Orderly Transitions" comes in at just 2,78 MB
Last edited by CBM on Tue Jul 21, 2020 10:29 am, edited 1 time in total.
Re: [Community Sequel] 40 Monsters Challenge
@Rifleman: On second thought, it turns out that the UAC door misalignment is a texture pack bug. You can keep it as it is, just in case. It's not that big of a deal.
@CBM: Hmm, I will give that one a try tomorrow. Kind of burned out on Doom for today.
@CBM: Hmm, I will give that one a try tomorrow. Kind of burned out on Doom for today.
- CBM
- Posts: 373
- Joined: Wed Oct 09, 2019 3:39 am
- Graphics Processor: nVidia with Vulkan support
- Location: The Shores of Hell
Re: [Community Sequel] 40 Monsters Challenge
ok, I found a script error, its fixed in this version:Accensus wrote:@Rifleman: On second thought, it turns out that the UAC door misalignment is a texture pack bug. You can keep it as it is, just in case. It's not that big of a deal.
@CBM: Hmm, I will give that one a try tomorrow. Kind of burned out on Doom for today.
https://ufile.io/gvxy2hh6
- CBM
- Posts: 373
- Joined: Wed Oct 09, 2019 3:39 am
- Graphics Processor: nVidia with Vulkan support
- Location: The Shores of Hell
Re: [Community Sequel] 40 Monsters Challenge
Its just that I Think I need to reThink the whole inner hell mapAccensus wrote: @CBM: Hmm
Something like this
1. Being forced to talk to a questgiver at the start
2. Collecting Enough coins to buy a Ticket to a ship (the exit)
3. Keeping the good parts like the village, marble tower and the 2 locations from the original screenshots that you liked
4. Recycling the rest in other maps
The Castle master map:
The map has 4 spawn spots that gets activated in turn and each spawn 10 monsters. The Player needs to kill atleast 30 to exit. The exit is in the Temple. Watch out for rising blood levels. At high difficulty more monsters spawn at the same time and the selection is more badass... Ie tougher monsters will appear
Ie. Instead of just zombies and imps ... Cacodemons would Also appear at higher difficulties
Re: [Community Sequel] 40 Monsters Challenge
Spoiler: MAP31 (the new one)
- CBM
- Posts: 373
- Joined: Wed Oct 09, 2019 3:39 am
- Graphics Processor: nVidia with Vulkan support
- Location: The Shores of Hell
Re: [Community Sequel] 40 Monsters Challenge
yes, okay... thanks for the feedbackAccensus wrote:Spoiler: MAP31 (the new one)
I was a bit worried about the castle crawling myself
the frag counter only goes up when the player kills an enemy, however I could easily make it so that it just counts whenever a monster dies regardless of its killer
for the houses, I could reuse some stuff from the village I made on the other map...
I'll fix the startup text
the same mutators still apply (lava floor and 3d floors)
I will try to make sure that no more than 40 monsters will spawn
what format does the level music need to have?
Re: [Community Sequel] 40 Monsters Challenge
The thing about the lava floor mutator is that lava is a constant hazard and not just surrounding the map.the same mutators still apply (lava floor and 3d floors)
From this page: https://zdoom.org/wiki/Music_formatwhat format does the level music need to have?
- Midi-based formats
- Module formats
- Emulated formats
- 9Rifleman
- Posts: 64
- Joined: Sun Dec 15, 2019 12:30 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: [Community Sequel] 40 Monsters Challenge
Took some time today to do some fixin', details below:
MAP25:
Since I am not an expert on music formats, any suggestion which one to pick, so the tracks sound as they do now?
MAP36 got delayed by this and IRL stuff a bit, but I should have an update next week.
MAP25:
Spoiler:MAP06:
Spoiler:I'll upload new builds within a few days, wanna fix the music first. I thought I saw it in the design doc that OGG is allowed, but I guess not. I am using it for MAP25 music as well, so I expect you'll want me to change that, too...
Since I am not an expert on music formats, any suggestion which one to pick, so the tracks sound as they do now?
MAP36 got delayed by this and IRL stuff a bit, but I should have an update next week.
Re: [Community Sequel] 40 Monsters Challenge
MAP25 is fine because it's an ambient track. Those are explictly covered by the rules so no need to change it.
And no worries about MAP36, there's still a looooot of time.
As for the music format, I'm hardly an expert on those either so just take your pick. I think Module formats aren't affected by soundfont? Can't confirm that but IT modules are commonly used so it's probably a good start.
And no worries about MAP36, there's still a looooot of time.
As for the music format, I'm hardly an expert on those either so just take your pick. I think Module formats aren't affected by soundfont? Can't confirm that but IT modules are commonly used so it's probably a good start.
- CBM
- Posts: 373
- Joined: Wed Oct 09, 2019 3:39 am
- Graphics Processor: nVidia with Vulkan support
- Location: The Shores of Hell
Re: [Community Sequel] 40 Monsters Challenge
Ah ok, any ideers how I could do that with the castle map? or should I just stick with the 3d floors mutator?Accensus wrote:The thing about the lava floor mutator is that lava is a constant hazard and not just surrounding the map.the same mutators still apply (lava floor and 3d floors)
I wanted a bit more space to make an actual small village so I did a 6 tower castle to serve as 'atmosphere':
now I need to add buildings, the temple will return to the courtyard as I liked that the player sees the exit at almost the moment he enters the castle
some of the other houses might be the ones from the village in the old map
Re: [Community Sequel] 40 Monsters Challenge
One idea is to make the castle a lava pit and have paths and roads be a 3D floor with gaps between the houses and the paths (except for the path that leads to the door). The houses themselves can be normal sectors for the sake of sanity. This means that the player can potentially fall down into the lava if they're not careful. Of course the paths should be wide enough and not Doom II's Chasm-tier 8-map-units-wide sectors.
- CBM
- Posts: 373
- Joined: Wed Oct 09, 2019 3:39 am
- Graphics Processor: nVidia with Vulkan support
- Location: The Shores of Hell
Re: [Community Sequel] 40 Monsters Challenge
Thanks I"ll try that and See how it goesAccensus wrote:One idea is to make the castle a lava pit and have paths and roads be a 3D floor with gaps between the houses and the paths (except for the path that leads to the door). The houses themselves can be normal sectors for the sake of sanity. This means that the player can potentially fall down into the lava if they're not careful. Of course the paths should be wide enough and not Doom II's Chasm-tier 8-map-units-wide sectors.
- 9Rifleman
- Posts: 64
- Joined: Sun Dec 15, 2019 12:30 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: [Community Sequel] 40 Monsters Challenge
After playing with this for a couple hours I can now say that it's either not possible to just convert the track to any of the allowed formats or I just cannot do it. I managed to convert it to MIDI, and it's hilariously horrible. Can't convert it to MOD because something something compression. Even tried to work with a mod tracker for this.Accensus wrote:MAP25 is fine because it's an ambient track. Those are explictly covered by the rules so no need to change it.
And no worries about MAP36, there's still a looooot of time.
As for the music format, I'm hardly an expert on those either so just take your pick. I think Module formats aren't affected by soundfont? Can't confirm that but IT modules are commonly used so it's probably a good start.
What I can do, is either keep the format but recut it and lower the quality ever so slightly, so it sounds the same and loops nicely and fits within the file size limit. Or I can just pick another track, preferably something already in MOD. Some Unreal music could work(been looking at Dirt and Isotoxin, one Deus Ex track sounded okay too). I would consider some nice old game MIDI music as an alternative.
Which would you prefer?
Re: [Community Sequel] 40 Monsters Challenge
I personally consider the rules more of a set of guidelines than laws, so I'll allow this kind of deviation. I think the track for MAP25 is nice so let's keep it. Do see if you can manage to lower the size and get it to loop nicely.9Rifleman wrote:Which would you prefer?